Game
Die to Survive


2 years ago

After the switching from UE4 to UE5 i really start to love Nanite. It is just crazy what you can do if you dont have a poly limit for your models. But it is also time consuming as hell.




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After a long time here is 1 out of 3 new videos about some gamplay. The framework is very close to be done now. So now the start on gameplay can finally start.

I work on a new system for headshots.

I this picture you can see one of the early tests how the head looks like after a headshot.

Gore update for the game.

Five Nights at Game Jolt is almost half way over!

This event is a celebration of Five Nights at Freddy's!

We've teamed up with our friends at @Youtooz to give away LOTS of great FNaF prizes. Check out your quest log to learn more!

UE5, Nanite and Vertex colors: I tested successfully the use of Nanite and only using vertext color information with all seen models for a cemetery in this scene (Beside the standart UE5 SK player model). No textures used at all.

Five Nights At Game Jolt is Almost Over!

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I started working on the models for the hell level setting.

All SM models are Nanite models without using normal maps. The pile of heads dont use any UV´s and is only polypainted (vertex colors).

Testing a new head gore part for headshots.

🚨 WELCOME BENDY AND THE INK MACHINE TO THE SHOP 🚨

Check out the @JoeyDrewStudios SHOP and treat yo self to Bendy and the Ink Machine sticker pack, avatar frames and background! https://gamejolt.com/@JoeyDrewStudios/shop

Here you can see a test about an arcade style collectables system (fully based on niagara). And the function for calculating impact zones for a dismember point system. Also calculating headshot / hit and miss statistics for the player profile.